CPathKeyFrame::CalculateFrameDuration
0x006f7c20 · 291 bytes · __thiscall
_ZN13CPathKeyFrame22CalculateFrameDurationEv
Decompiled
undefined (1 param)
/* CPathKeyFrame::CalculateFrameDuration() */
void __thiscall CPathKeyFrame::CalculateFrameDuration(CPathKeyFrame *this)
{
int iVar1;
float fVar2;
float fVar3;
float fVar4;
float local_18;
float local_14;
float local_10;
iVar1 = *(int *)(this + 0x470);
if ((iVar1 != 0) && (0.0 < *(float *)(this + 0x478))) {
fVar4 = *(float *)(this + 0x440) - *(float *)(iVar1 + 0x440);
fVar2 = *(float *)(this + 0x448) - *(float *)(iVar1 + 0x448);
fVar3 = *(float *)(this + 0x444) - *(float *)(iVar1 + 0x444);
fVar2 = SQRT(fVar2 * fVar2 + fVar4 * fVar4 + fVar3 * fVar3) / *(float *)(this + 0x478);
*(float *)(this + 0x46c) = fVar2;
if (fVar2 == 0.0) {
local_18 = *(float *)(this + 0x44c) - *(float *)(iVar1 + 0x44c);
local_14 = *(float *)(this + 0x450) - *(float *)(iVar1 + 0x450);
local_10 = *(float *)(this + 0x454) - *(float *)(iVar1 + 0x454);
FixupAngles((QAngle *)&local_18);
fVar2 = ABS(local_18);
if (ABS(local_18) <= 0.0) {
fVar2 = 0.0;
}
if (fVar2 <= ABS(local_14)) {
fVar2 = ABS(local_14);
}
if (fVar2 <= ABS(local_10)) {
fVar2 = ABS(local_10);
}
*(float *)(this + 0x46c) = fVar2 / *(float *)(this + 0x478);
return;
}
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.